Update libressl README.DRAGONFLY for v2.4.4
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1 /*
2 * movem.c (move monster) Larn is copyrighted 1986 by Noah Morgan.
3 * $FreeBSD: src/games/larn/movem.c,v 1.4 1999/11/16 02:57:23 billf Exp $
5 * Here are the functions in this file:
7 * movemonst() Routine to move the monsters toward the player
8 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
9 * mmove(x,y,xd,yd) Function to actually perform the monster movement
10 * movsphere() Function to look for and move spheres of annihilation
12 #include "header.h"
14 static void movemt(int, int);
15 static void mmove(int, int, int, int);
16 static void movsphere(void);
19 * movemonst() Routine to move the monsters toward the player
21 * This routine has the responsibility to determine which monsters are to
22 * move, and call movemt() to do the move.
23 * Returns no value.
25 static short w1[9], w1x[9], w1y[9];
26 static int tmp1, tmp2, tmp3, tmp4, distance;
28 void
29 movemonst(void)
31 int i, j;
32 if (c[TIMESTOP]) /* no action if time is stopped */
33 return;
34 if (c[HASTESELF])
35 if ((c[HASTESELF] & 1) == 0)
36 return;
37 if (spheres) /* move the spheres of annihilation if any */
38 movsphere();
39 if (c[HOLDMONST]) /* no action if monsters are held */
40 return;
42 if (c[AGGRAVATE]) { /* determine window of monsters to move */
43 tmp1 = playery - 5;
44 tmp2 = playery + 6;
45 tmp3 = playerx - 10;
46 tmp4 = playerx + 11;
47 distance = 40; /* depth of intelligent monster movement */
48 } else {
49 tmp1 = playery - 3;
50 tmp2 = playery + 4;
51 tmp3 = playerx - 5;
52 tmp4 = playerx + 6;
53 distance = 17; /* depth of intelligent monster movement */
56 /* if on outside level monsters can move in perimeter */
57 if (level == 0) {
58 if (tmp1 < 0)
59 tmp1 = 0;
60 if (tmp2 > MAXY)
61 tmp2 = MAXY;
62 if (tmp3 < 0)
63 tmp3 = 0;
64 if (tmp4 > MAXX)
65 tmp4 = MAXX;
66 } else { /* if in a dungeon monsters can't be on the perimeter (wall there) */
67 if (tmp1 < 1)
68 tmp1 = 1;
69 if (tmp2 > MAXY - 1)
70 tmp2 = MAXY - 1;
71 if (tmp3 < 1)
72 tmp3 = 1;
73 if (tmp4 > MAXX - 1)
74 tmp4 = MAXX - 1;
77 for (j = tmp1; j < tmp2; j++) /* now reset monster moved flags */
78 for (i = tmp3; i < tmp4; i++)
79 moved[i][j] = 0;
80 moved[lasthx][lasthy] = 0;
82 /* who gets moved? split for efficiency */
83 if (c[AGGRAVATE] || !c[STEALTH]) {
84 /* look thru all locations in window */
85 for (j = tmp1; j < tmp2; j++)
86 for (i = tmp3; i < tmp4; i++)
87 /* if there is a monster to move */
88 if (mitem[i][j])
89 /* if it has not already been moved */
90 if (moved[i][j] == 0)
91 /* go and move the monster */
92 movemt(i, j);
93 } else { /* not aggravated and not stealth */
94 /* look thru all locations in window */
95 for (j = tmp1; j < tmp2; j++)
96 for (i = tmp3; i < tmp4; i++)
97 /* if there is a monster to move */
98 if (mitem[i][j])
99 /* if it has not already been moved */
100 if (moved[i][j] == 0)
101 /* if it is asleep due to stealth */
102 if (stealth[i][j])
103 /* go and move the monster */
104 movemt(i, j);
107 /* now move monster last hit by player if not already moved */
108 if (mitem[lasthx][lasthy]) {
109 /* if it has not already been moved */
110 if (moved[lasthx][lasthy] == 0) {
111 movemt(lasthx, lasthy);
112 lasthx = w1x[0];
113 lasthy = w1y[0];
119 * movemt(x,y) Function to move a monster at (x,y) -- must determine where
120 * int x,y;
122 * This routine is responsible for determining where one monster at (x,y) will
123 * move to. Enter with the monsters coordinates in (x,y).
124 * Returns no value.
126 static int tmpitem, xl, xh, yl, yh;
128 static void
129 movemt(int i, int j)
131 int k, m, z, tmp, xtmp, ytmp, monst;
132 switch (monst = mitem[i][j]) { /* for half speed monsters */
133 case TROGLODYTE:
134 case HOBGOBLIN:
135 case METAMORPH:
136 case XVART:
137 case INVISIBLESTALKER:
138 case ICELIZARD:
139 if ((gtime & 1) == 1)
140 return;
143 if (c[SCAREMONST]) { /* choose destination randomly if scared */
144 if ((xl = i + rnd(3) - 2) < 0)
145 xl = 0;
146 if (xl >= MAXX)
147 xl = MAXX - 1;
148 if ((yl = j + rnd(3) - 2) < 0)
149 yl = 0;
150 if (yl >= MAXY)
151 yl = MAXY - 1;
152 if ((tmp = item[xl][yl]) != OWALL)
153 if (mitem[xl][yl] == 0)
154 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
155 if (tmp != OCLOSEDDOOR)
156 mmove(i, j, xl, yl);
157 return;
160 if (monster[monst].intelligence > 10 - c[HARDGAME]) { /* if smart monster */
161 /* intelligent movement here -- first setup screen array */
162 xl = tmp3 - 2;
163 yl = tmp1 - 2;
164 xh = tmp4 + 2;
165 yh = tmp2 + 2;
166 vxy(&xl, &yl);
167 vxy(&xh, &yh);
168 for (k = yl; k < yh; k++)
169 for (m = xl; m < xh; m++) {
170 switch (item[m][k]) {
171 case OWALL:
172 case OPIT:
173 case OTRAPARROW:
174 case ODARTRAP:
175 case OCLOSEDDOOR:
176 case OTRAPDOOR:
177 case OTELEPORTER:
178 smm: screen[m][k] = 127;
179 break;
180 case OMIRROR:
181 if (mitem[m][k] == VAMPIRE)
182 goto smm;
183 default:
184 screen[m][k] = 0;
185 break;
188 screen[playerx][playery] = 1;
190 /* now perform proximity ripple from playerx,playery to monster */
191 xl = tmp3 - 1;
192 yl = tmp1 - 1;
193 xh = tmp4 + 1;
194 yh = tmp2 + 1;
195 vxy(&xl, &yl);
196 vxy(&xh, &yh);
197 for (tmp = 1; tmp < distance; tmp++) /* only up to 20 squares away */
198 for (k = yl; k < yh; k++)
199 for (m = xl; m < xh; m++)
200 /* if find proximity n advance it */
201 if (screen[m][k] == tmp)
202 /* go around in a circle */
203 for (z = 1; z < 9; z++) {
204 if (screen[xtmp = m + diroffx[z]][ytmp = k + diroffy[z]] == 0)
205 screen[xtmp][ytmp] = tmp + 1;
206 if (xtmp == i && ytmp == j)
207 goto out;
210 out: if (tmp < distance) /* did find connectivity */
211 /* now select lowest value around playerx,playery */
212 for (z = 1; z < 9; z++) /* go around in a circle */
213 if (screen[xl = i + diroffx[z]][yl = j + diroffy[z]] == tmp)
214 if (!mitem[xl][yl]) {
215 mmove(i, j, w1x[0] = xl, w1y[0] = yl);
216 return;
220 /* dumb monsters move here */
221 xl = i - 1;
222 yl = j - 1;
223 xh = i + 2;
224 yh = j + 2;
225 if (i < playerx)
226 xl++;
227 else if (i > playerx)
228 --xh;
229 if (j < playery)
230 yl++;
231 else if (j > playery)
232 --yh;
233 for (k = 0; k < 9; k++)
234 w1[k] = 10000;
236 for (k = xl; k < xh; k++)
237 /* for each square compute distance to player */
238 for (m = yl; m < yh; m++) {
239 tmp = k - i + 4 + 3 * (m - j);
240 tmpitem = item[k][m];
241 if (tmpitem != OWALL || (k == playerx && m == playery))
242 if (mitem[k][m] == 0)
243 if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
244 if (tmpitem != OCLOSEDDOOR) {
245 w1[tmp] = (playerx - k) * (playerx - k) + (playery - m) * (playery - m);
246 w1x[tmp] = k;
247 w1y[tmp] = m;
251 tmp = 0;
252 for (k = 1; k < 9; k++)
253 if (w1[tmp] > w1[k])
254 tmp = k;
256 if (w1[tmp] < 10000)
257 if ((i != w1x[tmp]) || (j != w1y[tmp]))
258 mmove(i, j, w1x[tmp], w1y[tmp]);
262 * mmove(x,y,xd,yd) Function to actually perform the monster movement
263 * int x,y,xd,yd;
265 * Enter with the from coordinates in (x,y) and the destination coordinates
266 * in (xd,yd).
268 static void
269 mmove(int aa, int bb, int cc, int dd)
271 int tmp, i, flag;
272 const char *who = NULL, *p;
273 flag = 0; /* set to 1 if monster hit by arrow trap */
274 if ((cc == playerx) && (dd == playery)) {
275 hitplayer(aa, bb);
276 moved[aa][bb] = 1;
277 return;
279 i = item[cc][dd];
280 if ((i == OPIT) || (i == OTRAPDOOR))
281 switch (mitem[aa][bb]) {
282 case SPIRITNAGA:
283 case PLATINUMDRAGON:
284 case WRAITH:
285 case VAMPIRE:
286 case SILVERDRAGON:
287 case POLTERGEIST:
288 case DEMONLORD:
289 case DEMONLORD + 1:
290 case DEMONLORD + 2:
291 case DEMONLORD + 3:
292 case DEMONLORD + 4:
293 case DEMONLORD + 5:
294 case DEMONLORD + 6:
295 case DEMONPRINCE:
296 break;
298 default:
299 mitem[aa][bb] = 0; /* fell in a pit or trapdoor */
301 tmp = mitem[cc][dd] = mitem[aa][bb];
302 if (i == OANNIHILATION) {
303 if (tmp >= DEMONLORD + 3) { /* demons dispel spheres */
304 cursors();
305 lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
306 rmsphere(cc, dd); /* delete the sphere */
307 } else
308 i = tmp = mitem[cc][dd] = 0;
310 stealth[cc][dd] = 1;
311 if ((hitp[cc][dd] = hitp[aa][bb]) < 0)
312 hitp[cc][dd] = 1;
313 mitem[aa][bb] = 0;
314 moved[cc][dd] = 1;
315 if (tmp == LEPRECHAUN)
316 switch (i) {
317 case OGOLDPILE:
318 case OMAXGOLD:
319 case OKGOLD:
320 case ODGOLD:
321 case ODIAMOND:
322 case ORUBY:
323 case OEMERALD:
324 case OSAPPHIRE:
325 item[cc][dd] = 0; /* leprechaun takes gold */
328 if (tmp == TROLL) /* if a troll regenerate him */
329 if ((gtime & 1) == 0)
330 if (monster[tmp].hitpoints > hitp[cc][dd])
331 hitp[cc][dd]++;
333 if (i == OTRAPARROW) { /* arrow hits monster */
334 who = "An arrow";
335 if ((hitp[cc][dd] -= rnd(10) + level) <= 0) {
336 mitem[cc][dd] = 0;
337 flag = 2;
338 } else
339 flag = 1;
341 if (i == ODARTRAP) { /* dart hits monster */
342 who = "A dart";
343 if ((hitp[cc][dd] -= rnd(6)) <= 0) {
344 mitem[cc][dd] = 0;
345 flag = 2;
346 } else
347 flag = 1;
349 if (i == OTELEPORTER) { /* monster hits teleport trap */
350 flag = 3;
351 fillmonst(mitem[cc][dd]);
352 mitem[cc][dd] = 0;
354 if (c[BLINDCOUNT]) /* if blind don't show where monsters are */
355 return;
356 if (know[cc][dd] & 1) {
357 p = NULL;
358 if (flag)
359 cursors();
360 switch (flag) {
361 case 1:
362 p = "\n%s hits the %s";
363 break;
364 case 2:
365 p = "\n%s hits and kills the %s";
366 break;
367 case 3:
368 p = "\nThe %s%s gets teleported";
369 who = "";
370 break;
372 if (p) {
373 lprintf(p, who, monster[tmp].name);
374 beep();
377 if (know[aa][bb] & 1)
378 show1cell(aa, bb);
379 if (know[cc][dd] & 1)
380 show1cell(cc, dd);
384 * movsphere() Function to look for and move spheres of annihilation
386 * This function works on the sphere linked list, first duplicating the list
387 * (the act of moving changes the list), then processing each sphere in order
388 * to move it. They eat anything in their way, including stairs, volcanic
389 * shafts, potions, etc, except for upper level demons, who can dispel
390 * spheres.
391 * No value is returned.
393 #define SPHMAX 20 /* maximum number of spheres movsphere can handle */
394 static void
395 movsphere(void)
397 int x, y, dir, len;
398 struct sphere *sp, *sp2;
399 struct sphere sph[SPHMAX];
401 /* first duplicate sphere list */
402 /* look through sphere list */
403 for (sp = NULL, x = 0, sp2 = spheres; sp2; sp2 = sp2->p)
404 if (sp2->lev == level) { /* only if this level */
405 sph[x] = *sp2;
406 sph[x++].p = 0; /* copy the struct */
407 if (x > 1)
408 sph[x - 2].p = &sph[x - 1]; /* link pointers */
410 if (x) /* if any spheres, point to them */
411 sp = sph;
412 else /* no spheres */
413 return;
415 for (sp = sph; sp; sp = sp->p) { /* look through sphere list */
416 x = sp->x;
417 y = sp->y;
418 if (item[x][y] != OANNIHILATION) /* not really there */
419 continue;
420 if (--(sp->lifetime) < 0) { /* has sphere run out of gas? */
421 rmsphere(x, y); /* delete sphere */
422 continue;
424 /* time to move the sphere */
425 switch (rnd((int)max(7, c[INTELLIGENCE] >> 1))) {
426 case 1:
427 case 2: /* change direction to a random one */
428 sp->dir = rnd(8);
429 default: /* move in normal direction */
430 dir = sp->dir;
431 len = sp->lifetime;
432 rmsphere(x, y);
433 newsphere(x + diroffx[dir], y + diroffy[dir], dir, len);